Done with less-than-witty titles
TURN 12Caelondia Group:Get impatient with the useless books and burn everything with black fire.
Restrain my sudden pyromania and try again to focus on the meditation exercises.
(1) You fail. Badly. You get into such a rage you burn down the section of the library your in, the guards will be here shortly. You also manage to get out with only moderate burns (-10). Somehow Tyrin wasn't caught in the flames, so he continues his business there.
Oh, now I see it. Its all in a messed up spoiler.
Check in the Archives about ancient lore. Search for books referencing to one called "Lightbane" and on "Crand Nightbane".
If possible, try to advance my knowledge on both white and black magic.
(3) You manage to find out things that you already knew about Crand, but the Society that he was in turns out to be an ancient cult known as the Society of the Crypt, they're first leader, As Lightbane. He was around since the beginnings of time, so it says. He was betrayed after a large revolt for the cult felt he was growing too powerful, and trapped his soul in a grimoire. You also find out the body he took was of the old necromancer's that turned hero, the one that trapped his soul.
(3) While reading the books, you learn more about dark magic, and can now more efficiently use it in and out of combat (+1 to dark magic rolls)
(3) You also manage to learn more about the white magic, mostly healing and body modifications, but it's still useful in the end. (+1 to white magic rolls)
Shake head in disappointment and place an illusion over myself so people don't recognize me. Look around for earth worms.
(4) You manage to put on a fairly decent illusion, no one will be able to recognize you.
>.> Have my Mutated Corpse obtain a misc. weapon from the area and attack Ast, order my rats to use their fear spell on Ast, and use Necromancy to slow him down or hold/immobilise him in place, so it's easier to hit him.
(2) The corpse is unable to find any actual things around the area to use, but he continues on to attack Ast. (3-5=-2) Ast does a sliding kick that sends the corpse crashing to the ground and quickly jumps to his feet, ready to kill it. (6+2=8-2=6) He stabs the creature in between the eyes, causing it to die instantaneously
(3) Your rats begin to pump out a decent amount of the fear spell, which causes Ast to become slightly nervous. (-1 to all rolls)
You prepare a spell to immobilize or slow down Ast (3) and he begins to become slightly sluggish, and begins to slowly begins to slow down (-1 to all rolls each turn)
"A-Alright, time for you to die! (4+2-2=4-4=0+1=1) Ast begins to charge but the magic begins to work on him, and the fear spell is not helping at all, you see a chance to attack him without his begin able to stop you (3) You stab him, but even in is sluggish state he can still dodge the blow, but still earns a small cut to the side (-5)
Health: 40/70 (Moderate Bleeding)
Inventory:Steel Battleaxe (+2 attack modifier) | Metal-reinforced leather armour (+2 defense and dodge modifier)[/spoiler]
Blackmarsh Group:Ima just remembered there simply aren't any whales near the Blackmarsh. Perhaps she would have to content her appetites with a normal-looking ship until she got to the northern oceans. For now, Ima needed to get an army of undead to answer Lightbane's call...
Ima's plan was to attack her 'home' kingdom, Roaring Wheels, the demon-worshipping theocracy where slavers and murderers walk free while good people are worked to death in slave pits. Ima didn't have any issues with killing vile, rotten-to-the-core bastards that made up the kingdom's citizenry - especially if they were priests.
Buy a boat and travel to the Roaring Wheels, stopping at the nearest port city in that kingdom.
As soon as we arrive, order my fish to swarm the city's temple and turn their cloud outputs to the max, drowning anyone inside in thick vile smoke.
Defiling the city's temple was a common wake-up call for the Roaring Wheels' slave communes, a message that there's not going to be a single living soul spared in the attack and that anyone who wants to live must run. That might have been an abhorrent strategy from a normal society's point of view, but savage cultures call for savage measures. If you can't get out of the city in time, you'd be a liability to the groups of runaway slaves later on, and liberators would rather kill slow people on the spot than compromise the fast ones' flight.
(1) You are unable to find any ships that you find available, but you begin to look around for a map and realize that the town is still nearby. What to do, what to do...
Hound bashes thief to hippo, who bounces him up into the air, where I give him a nonfatal blast of dark magic.
Then I loot their stuff and tell the mage's guild they've been dealt with.
(5+2=7-5=2) He dodges the first blow, but manages to dodge right into the hippo (3-2=1) And he attempts to stab the hippo in the thigh, but the ammount of non-rotten fat still makes the attack futile (-5) he gears up for another shot (2-5=-3) He quickly sees that attack was an idiotic move, but too late the hippo grabs him and starts to maul him savagely (5 | 4 | 3 | 3 | 1) And he drops to the floor in a pool of blood with a sickening thud. You take the knife and armor he had, and begin to search their hideout. (6) You find a mass of treasure and begin to loot it all, with this amount of treasure you could survive off of it for MONTHS (+3 to all treasure rolls for 10 turns)
Player: Nirur Torir
Name:Sam McFrederickson
Health: 90/100 (Can use Body Magic w/ -1 modifier)
Inventory:
Companions: Undead Kobold
Health:40/40 (stealth unit, +1 for stealth rolls)
The Bandit "Magister"
Health: 30/30
Inventory: Leather armour (+1 dodge) | Copper Pike (+1 attack)
Player: IronyOwl
Name: Shalla Halfdark
Health: 100/100
Inventory:
Companions: Undead Hippo
Health:40/40 (+10 Healing Aura, heals those around it)
Undead Human "Hound"
Health: 40/40(can use misc. heavy items around area, adding to combat roll, used via action)
Inventory: Giant Tombstone (+3 combat modifier)
Undead Skeleton
Inventory: Sacrificial knife (+1 combat modifier)
Health:40/40
3x Necromancer Apprentice'
Health 50/50 ([Necromancer A 20/20] [Necromancer B 10/10] [Necromancer C 20/20])
Inventory: Basic Robes | Basic Staves
Player: Sinpwn
Name: Adil Borushdumat
Health: 90/100 (+1 to all dark arts for 3 and above rolls)
Inventory: Black Robe
Companions: Undead alligator
Health: 40/40(+1 Combat modifier, mountable)
Player: HmH
Name: Ima Erifithili
Health: 100/100 (+1 to looting and raiding | +1 to rolls involving clouds)
Inventory: Iron Cutlass (+1 combat modifier)
Companions:Demonic Bat
Health 10/10 (Life drain, regenerates and can gain more health via sucking out a creatures life force)
Undead swarm of Fish
Health: 40/40 (can walk on land, can shroud themselves in darkness for +1 to dodge)
Player: Tiruin
NAME: Tyrin Karos
Health: 95/100 (+1 to black and white magic rolls)
Inventory: Cloak for Fluffy
Companions: Undead Dog "Fluffy"
Health: 24/40 (+1 combat modifier | Sentient)
Dark Whisp "Ignis"
Health: 20/20 (Sentient | Can absorb nearby flames to temporarily increase health and damage)
Healing Whisp "Anima"
Health: (1) 10/10 (Sentient | Can absorb nearby flames to temporarily increase healing powers and to permanently increase health)
Player: Talarion
NAME: Leon Jyos
GENDER: Male
Health: 60/100
Inventory: Brusher's Pike (+1 attack roll, roll for bleeding effect, 5=decapitation
Companions: Horde of Rats
Health: 40/40 (equiped with a fear spell)
Right then, sick of normal RTD rolls, instead of 6 being overshot now, it's a 40 attack or major success instead. anything above for the roll, expect it to rain gold for all you know.